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82b40f09
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2022-09-16T09:55:20
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Fixed runaway CPU usage in the metal renderer when the window is minimized
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e2753e19
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2022-09-15T08:02:14
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Calculate simulated vsync interval based on display refresh rate
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208964f0
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2022-09-15T07:05:55
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Reset the simulated vsync presentation timeline if it's been too long since the last present
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1663cb41
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2022-09-15T06:30:19
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Reset simulated presentation timeline when vsync status changes
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d744aafb
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2022-09-15T01:00:12
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Added support for simulated vsync in the renderer
This kicks in if the platform doesn't support vsync directly, or if the present fails for some reason (e.g. minimized on some platforms)
Fixes https://github.com/libsdl-org/SDL/issues/5134
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c23fb235
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2022-09-16T17:20:56
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SDL_render_d3d12.c: Fix uninitialized warning for CreateEventExFunc
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5bc85d67
|
2022-09-16T06:15:45
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Only advertise the SDL_PIXELFORMAT_EXTERNAL_OES format if we can build the shader for it
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2970710b
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2022-09-15T07:41:29
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Pretty print shaders for debugging purposes
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bc57d3e3
|
2022-09-15T06:57:41
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Fixed OpenGL ES shader compilation on Linux
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8a15a738
|
2022-09-15T06:21:19
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Fixed uninitialized variable warning
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b5102a55
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2022-09-14T08:03:46
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Fixed OpenGLES shaders failing after renderer has been created
Cache all the shaders up front, so we can verify that they won't silently fail at runtime.
If compiling the fragment shaders with the precision hint fails, try again without specifying precision.
Fixes https://github.com/libsdl-org/SDL/issues/6166
Fixes https://github.com/libsdl-org/SDL/issues/6174
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7f415ce5
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2022-09-12T20:09:00
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android: fix some compiler warnings
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90a480a1
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2022-09-08T05:44:39
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Fixed bug #6199 - Broken clip behaviour on a render target (metal)
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29f4a5ba
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2022-09-06T15:55:27
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Add GLES2 shader prologue infrastructure. (by @eloj)
There is supposedly an OpenGL ES2 target that does not support precision specifiers. However, the existing logic to detect this is currently broken in two ways:
1) There's a typo of the `#ifdef` as `#if`.
2) Checking for `GL_FRAGMENT_PRECISION_HIGH` can not be the correct way to detect this platform. Other targets, including some desktops, will also not have this defined (for various reasons).
Because some of the shader code is missing precision specifiers, and because a default is ONLY provided if `GL_FRAGMENT_PRECISION_HIGH` is set, these other targets break.
Instead of 'hard-coding' the prologue string into shaders in the C source, use our ability to provide a list of strings to `glShaderSource` instead, leaving the determination to run-time.
This commit closes https://github.com/libsdl-org/SDL/pull/6182
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4fd6bba2
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2022-09-06T12:29:42
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Refactored for similarity to surrounding code
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10e1ef00
|
2022-09-06T11:21:57
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Fix compatibility with Windows XP
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f1e46858
|
2022-08-26T17:58:59
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Adding specific SDL_Hint for the dynamic VSYNC
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00452e47
|
2022-08-24T11:25:13
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Adding SDL_GetWindowSizeInPixels for window size in pixels (#6112)
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50c5d23f
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2022-08-23T07:42:48
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Round coordinates so very small floating point values don't turn into 0x80000000
e.g. SDL_RenderDrawLineF(renderer, -1e20, -1e20, 10, 10);
Fixes https://github.com/libsdl-org/SDL/issues/6116
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09b6956d
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2022-08-16T15:08:10
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opengl: Support NV12 textures on GPUs with only 2 texture units
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7d5ccae2
|
2022-08-14T12:15:55
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Fix memory leak when destroying texture
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cb46e1b3
|
2022-08-12T20:51:44
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Removed unused variable
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a28f426a
|
2022-08-12T16:13:24
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render: Only update size/scale/viewport when moving to a new display, rather than all window movement.
We really only care about DPI changes here, so this both reduces work and also avoids weird cases where viewport state can be corrupted by trivial window events. This doesn't _completely_ get rid of the issue but this is somewhat intentional, since apps will definitely want to do a full reset when changing displays anyhow (otherwise DPI/adapter changes will screw things up, and that's out of our control as long as both window size and drawable size are exposed at the same time.
Note that OpenGL still captures window events because of weird platform-specific issues like macOS and viewport stretching!
Fixes #5949
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20f9a1b8
|
2022-08-08T17:23:43
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Implement SetTextureScaleMode
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fbb440d1
|
2022-08-06T18:10:54
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Invalidate texture in the UnlockTextureMethod
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5858c7df
|
2022-08-05T16:17:10
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Fixed OpenGL ES Shaders for systems that don't understand precision keywords
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944111db
|
2022-08-02T18:47:39
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Cleaning up video driver
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83c11797
|
2022-08-01T12:23:58
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Adding SetViewPortCommand
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a9f4cda3
|
2022-08-01T12:13:28
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Adding setcliprect command
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fb1a205e
|
2022-08-01T11:44:05
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Implement blend modes
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075f9016
|
2022-08-01T11:43:50
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Remove some unnecessary comments
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ed301b12
|
2022-08-01T11:43:35
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Updating supported format
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|
1d1965b6
|
2022-07-18T12:34:17
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Removing the BGR_888 from texture supported
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f75c35c0
|
2022-07-12T23:01:28
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Add invalidate texture when it changes
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5bb965be
|
2022-07-08T15:47:33
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Implement RenderLines
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0f0e5b44
|
2022-07-08T17:47:19
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|
Increase size of pool for gsKit events
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f758cad8
|
2022-07-08T13:14:40
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Remove non needed FillRects function
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3cb124b9
|
2022-07-07T15:00:15
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|
Implement RenderPoints
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df6ebc25
|
2022-07-07T14:10:37
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Implement FillRect
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a152e467
|
2022-07-07T12:09:12
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|
Fix "implicit declaration" with memalign
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|
33cbf9ac
|
2022-07-07T12:03:46
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|
Fix some mixed declaration warnings
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acf48f14
|
2022-07-07T11:37:20
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Vertex pointer revision
Now triangles are fully working
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72618044
|
2022-07-07T10:36:48
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Add textured triangle prim
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2a70d492
|
2022-07-07T16:42:42
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Destroy texture properly
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7b0486d4
|
2022-07-07T09:33:36
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|
Try triangles
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d5305ee0
|
2022-07-07T08:48:25
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|
Do properly color assign
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b48c74a3
|
2022-07-07T08:24:46
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Add GeometryQueue
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3bfc8f55
|
2022-07-04T23:54:13
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Removing some of the QueueCopy functions because they are legacy
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be1219bd
|
2022-07-04T23:35:25
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Implement setDrawColor
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f1699ce7
|
2022-06-23T23:45:04
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|
Implementing Clear command and texture Update
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c472b8dd
|
2022-07-04T13:23:06
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|
Whole clean around render and video driver
|
|
cdf89fde
|
2022-07-04T04:09:55
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|
Add triangle prim support
Improve line support
Add initial texture support
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88e64f9a
|
2022-07-03T23:29:25
|
|
Add natively supported colors
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90e0e5c2
|
2022-06-30T19:50:22
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|
Add point, line and rect support
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147a71b9
|
2022-06-30T12:57:37
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|
Finish dummy driver
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2660449c
|
2022-06-30T11:44:35
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Add dummy driver
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65647b34
|
2022-07-22T22:07:52
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SDL_Render: use high precision texcoords in ES2 shaders, when possible
Fixes #5884
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b299cb3d
|
2022-07-17T08:31:16
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Added a utility function to calculate the next power of 2 for a value
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f317d619
|
2022-07-01T13:59:14
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|
Xbox GDKX support (#5869)
* Xbox GDK support (14 squashed commits)
* Added basic keyboard testing
* Update readme
* Code review fixes
* Fixed issue where controller add/removal wasn't working (since the device notification events don't work on Xbox, have to use the joystick thread to poll XInput)
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4f732197
|
2022-06-30T00:25:26
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Fixed D3D12 renderer not working with batching, and got rid of the vertex buffer size limit
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6c536afd
|
2022-06-27T15:43:17
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|
Fix C89 declaration for macOS modules.
Since Clang 14, `-Wdeclaration-after-statement` is enforced on every
standard.
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3b191580
|
2022-06-27T17:19:39
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|
Windows GDK Support (#5830)
* Added GDK
* Simplfied checks in SDL_config_wingdk.h
* Added testgdk sample
* Added GDK readme
* Fixed error in merge of SDL_windows.h
* Additional GDK fixes
* OpenWatcom should not export _SDL_GDKGetTaskQueue
* Formatting fixes
* Moved initialization code into SDL_GDKRunApp
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314bb5a1
|
2022-06-27T14:45:14
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|
Fixed bug #5850: Android EGL_BAD_ACCESS because of viewport command while turning the screen off/on.
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b2f07d94
|
2022-06-26T15:53:13
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Vita: create rendertarget color surface with same format as texture. Fixes #5844
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ebe4f47f
|
2022-06-26T19:04:25
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|
Fixed __VA_ARGS__ in gcc when no args
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51c6488f
|
2022-06-26T18:47:34
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Add support for SDL_render_d3d12.c to compile in C++ mode
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adc68758
|
2022-06-17T10:22:28
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Added SDL_copyp to avoid size mismatch when copying values (thanks @1bsyl!)
Closes https://github.com/libsdl-org/SDL/pull/5811
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1eb247fa
|
2022-06-16T15:44:18
|
|
Fixed building D3D12 renderer with latest mingw-64
|
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960b86dc
|
2022-06-14T01:56:40
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update SDL_render_d3d12.c after DPI scaling/highdpi support patch.
See https://github.com/libsdl-org/SDL/pull/5778#issuecomment-1153006938
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ded6c22e
|
2022-06-14T14:09:13
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render: Corrected wrong SDL_memcpy() sizes for viewport, cliprect.
Fixes #5786.
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e09551bc
|
2022-06-09T02:22:21
|
|
Fix WinRT build
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|
ab81a559
|
2022-06-07T02:01:27
|
|
Windows DPI scaling/highdpi support
Adds hint "SDL_WINDOWS_DPI_SCALING" which can be set to "1" to
change the SDL coordinate system units to be DPI-scaled points, rather
than pixels everywhere.
This means windows will be appropriately sized, even when created on
high-DPI displays with scaling.
e.g. requesting a 640x480 window from SDL, on a display with 125%
scaling in Windows display settings, will create a window with an
800x600 client area (in pixels).
Setting this to "1" implicitly requests process DPI awareness
(setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
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6f69bbc5
|
2022-06-08T12:38:43
|
|
D3D11: Fix SDL_TEXTUREACCESS_TARGET not working if SDL_HAVE_YUV was 0
Added a couple of missing SDL_zeros in CreateTexture
|
|
8303c5d0
|
2022-06-08T12:37:36
|
|
Added missing SDL_zero for renderTargetViewDesc
|
|
7a335df9
|
2022-06-07T16:11:25
|
|
Updated CMakeLists.txt and configure.asc/script so that it checks for the required Windows SDK version before it enables the d3d12 renderer. Also fixed reported warnings in some builds.
|
|
2cc22604
|
2022-06-07T16:30:01
|
|
Fixed bug #5768 - SDL_RenderGeometry's software backend failed to render when texture coordinates are reversed
handle flip vertical/horizontal when reconstructing rects from triangles
|
|
40828218
|
2022-06-06T17:42:30
|
|
DirectX 12 Renderer (#5761)
* DirectX 12 Renderer (27 squashed commits)
* Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters
* Fixed OpenWatcom build failure
* Dynapi fix
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
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|
ae2cc29f
|
2022-06-03T09:44:34
|
|
Make sure initial state is set correctly for the D3D renderer
Fixes https://github.com/libsdl-org/SDL/issues/5749
|
|
9dfa000b
|
2022-05-18T20:20:03
|
|
Initial support for building for Windows with OpenWatcom
|
|
c8eea020
|
2022-05-18T21:14:20
|
|
Fix C89 build errors in Windows builds
|
|
ec8fa577
|
2022-05-07T21:57:23
|
|
macOS: always use Objective-C ARC (automatic ref counting).
Change Cocoa SDL_VideoData and SDL_WindowData implementations from C structs to Objective-C objects, since bridging between C and ObjC is easier that way.
|
|
9e5cbf03
|
2022-04-29T22:36:12
|
|
Disallow non-positive allocation.
Ensure that we're not trying to call SDL_small_alloc()
with a count of zero.
Transforming the code like this fixes a
-Wmaybe-uninitialized warning from GCC 12.0.1
|
|
6c2928b4
|
2022-04-29T19:30:47
|
|
Switch uses of MIN() to SDL_min()
We're excluding files in src/hidapi to minimize the
diff against the upstream project.
|
|
981e1e3c
|
2022-04-23T10:32:40
|
|
Fixed logical size synchronization issue on macOS
https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
|
|
d9009388
|
2022-04-19T14:55:58
|
|
SceKernelMemBlockType to unsigned int
|
|
3753a7b1
|
2022-04-19T14:42:39
|
|
Fix recent changes in VitaSDK
|
|
b9fe6ba0
|
2022-04-18T13:08:04
|
|
Fixed compile warnings
|
|
1ede941f
|
2022-04-18T21:09:48
|
|
SDL_render.c: internally change viewport/cliprect type from SDL_FRect to SDL_DRect (double precision). (see bug #5547)
|
|
0adb6701
|
2022-04-12T09:01:17
|
|
avoid NullPointer in SDL_GetRenderTarget
|
|
ba0ba9ef
|
2022-04-08T01:20:36
|
|
direct3d11: Set the swapchain target immediately after creating it.
Fixes #4782
|
|
cb816308
|
2022-04-08T02:21:52
|
|
render: Update the size/scale/viewport on moves, in addition to resizes.
For OpenGL this means resetting the viewport state shadowing flag too.
Fixes #1504
|
|
57118fb7
|
2022-04-02T13:49:50
|
|
render: Fix setting the scale mode for non-native textures
|
|
95c0fec5
|
2022-03-31T12:35:17
|
|
Vita: PVROGL: fix indentation and ifdef guards
|
|
8c542a35
|
2022-03-29T19:08:56
|
|
Desktop OpenGL 1.X/2.X PSVita Support
|
|
1db47d46
|
2022-03-28T15:39:13
|
|
Fix potential memory leak in QueueCmdFillRects
|
|
95ed8313
|
2022-03-25T15:22:10
|
|
Vita: Use preallocated memory pool for textures
|
|
7bc498d3
|
2022-03-27T09:12:12
|
|
direct3d: Implement missing blend operations.
This is only for Direct3D 9; Direct3D 11 already had this implemented.
Fixes #5375.
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|
69d0b6e3
|
2022-03-25T15:18:39
|
|
Vita: Fix NULL-pointer dereference
|
|
4fe7b2cb
|
2022-03-24T11:00:43
|
|
static analysis: Fixed several complaints from codechecker.
There are still some pending Objective-C specific issues.
Reference issue #4600.
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|
eadc064e
|
2022-03-23T19:14:28
|
|
Vita: add native YUV textures support.
* Fail if texture init fails.
* Refactor and cleanup.
|